Showing posts with label arcade. Show all posts
Showing posts with label arcade. Show all posts

Tuesday, June 10, 2014

Anyone else own one of these as a kid?

I'd completely forgotten that I got one of these "official" Pac-Man mini-arcade machines for Christmas back in the day before I came across this blog post a couple of days ago.

I can't remember exactly which Christmas, of course, but I'm guessing it was in 1981 or shortly thereafter, as that's when this eBay listing says it was released.



If memory serves, it plays a pretty spot-on version of Namco's classic arcade game. Sadly, my memory's also suggesting to me that I sold my mini Pac-Man machine at a garage sale a few years later--most likely for chump change.

Should any of you want to relive those memories--or make some new ones--check out this auction, which ends at about 6:56 pm Pacific today. (Current bid is $100, not including shipping.)

(Via retro-treasures.blogspot.com)

Friday, May 30, 2014

Lucky Monkey? More like lucky me ...

You the saying, "never judge a book by its cover"? Well, in the case of this game, I wish I would've heeded a slight twist on that oft-used cliché ("never judge a game based on random screenshots") long before now.

Oh, well, at least I pulled my head out of my keister eventually, right?

And, really, it's at least somewhat understandable that I would've ignored Natsume's Lucky Monkey--released elsewhere as Spanky's Quest--for a certain period of time, as it's hardly the most attractive (in terms of graphics) GameBoy title out there.

Not helping matters was the fact that Natsume published a second game called Spanky's Quest in the West--this time for the SNES--which long led me to believe the GameBoy iteration was little more than a second-string bastardization of its 16-bit big brother.

So, what prompted me to change my mind about this oddly compelling (in the end) portable title? Unsurprisingly, perhaps, it was the Japanese version's box art:


Actually, its cart-label art is even better:


Lucky Monkey's Arabic-leaning logo (see the first photo, above, for the best view of it) also is pretty cool, if you ask me--as is the curvy, English version of the same logo that's plastered across the side of its box.



Thankfully, this GameBoy game's packaging isn't all that's attractive about it. Its gameplay--which basically involves clearing each stage of fruity (literally) baddies by bouncing bubbles on the titular monkey's head before tossing them at the aforementioned adversaries--is pretty great, too, once you get a hang of it.


Lucky Monkey is a game that can be enjoyed no matter which language(s) you understand, by the way, so feel free to pick up the Japanese version, the North American version (called Spanky's Quest) or any other version of the game you come across in your pursuit of portable, ball-bouncing, fruit-flaying action.

Do you know of any other GameBoy "gems" I should add to my collection? If so, let me know about them in the comments section below.

See also: 'Who you gonna call? HAL Laboratory's Ghostbusters 2 for GameBoy'

Tuesday, May 27, 2014

The Great Gaymathon Review #69: BurgerTime Deluxe (GameBoy)


Game: BurgerTime Deluxe
Genre: Arcade
Developer: Data East
Publisher: Data East
System: GameBoy
Release date: 1991

As much as I've always loved the unique-to-this-day arcade classic that is BurgerTime, I'd be hard pressed to describe it as "accessible" thanks to the daunting challenge it presents anyone who dares approach it.

Thankfully, the folks at Data East--the now-defunct, Tokyo-based company was both the developer and publisher of the 1982 original--decided in the early 1990s to take another stab at the avoid-food-themed-baddies-while-piecing-together-gigantic-burgers formula that proved so appealing (if not accessible) in their earlier effort, with the result being this far more enjoyable sequel.

Now, that isn't to suggest BurgerTime Deluxe is some sort of pushover. In fact, by the time you reach the game's fourth "world," you'll likely be pulling your hair out as you attempt to complete at least a few of its final handful of stages. You won't be doing that because the stages in question are "cheap," though, and that's definitely a key takeaway here.

Another key takeaway related to this portable platformer (of sorts): despite its obvious lack of color, it looks great on the GameBoy's (or 3DS', if that's how you roll) small screen, with well-drawn sprites that easily put to shame those found in, say, the Famicom port of the arcade original. Sure, it would've been nice if the developers had done more to change up the backdrops that support this quirky title's burger-making, condiment-escaping action, but at least they throw in a new enemy or ingredient every now and then.

The team responsible for putting BurgerTime Deluxe together was a bit more creatively on the ball when it came to producing the game's soundtrack, thankfully, as three different tunes are divvied up amongst its 24 levels. My favorite is the lilting, peppy one that kicks things off, although the others have their charms, too.

Add all of the above together and you've got a GameBoy title that's well worth exploring, especially if you're like me and you liked the idea, but not the execution, of the arcade original.

It's nowhere near as deep or exhilarating as, say, Nintendo's splendid Donkey Kong revamp that was released in 1994, of course, but it holds its own against pretty much every other platformer produced for this iconic portable, and for that reason alone I'd say it deserves a look.


See also: previous 'Great Gaymathon' reviews

Monday, December 16, 2013

Five arcade classics I wish had been ported to certain handhelds

You may be wondering what prompted me to write this post. Strangely enough, it came to mind while I was playing the Game Gear port of Namco's quarter-munching classic, Mappy, last week.

While admiring the quality of the adaptation, I couldn't help but wonder why Namco ended its Game Gear ports with Galaga, Mappy and Pac-Man. What about Warp & Warp (aka Warpman), The Tower of Druaga or Dig Dug?

That line of thinking then led to me to ponder why some other arcade classics--like the five detailed below--were never ported to the following handheld systems despite the fact that they would've been perfect fits (or at least interesting fits) for each other.


Baby Pac-Man (DS or 3DS)--I've wanted to play this half-Pac-Man-game-half-pinball-machine oddity at home ever since I encountered it in a local arcade as a teen. I can see why it never earned a console conversion, of course, but a DS or 3DS version could've been (or could still be) magical. The question is: who would develop and publish it, Bally Midway or Namco? (My guess: neither!)


Detana!! TwinBee (WonderSwan Color)--For some strange reason, the folks at Namco only made one game, Beatmania, for the WonderSwan, and even then it was for the original black-and-white version of Bandai's niche-y handheld rather than its colorized follow-up. Why they never ported this pastel-coated cute 'em up to the WonderSwan Color is beyond me, as I have to imagine a lot of gamers would've enjoyed playing it with their portable of choice held vertically.


Dig Dug (Game Gear)--I'm sure the powers that be at Namco had their reasons for not green-lighting this handheld port, but for the life of me I can't fathom what they may have been. After all, the company's portable re-imaginings of Galaga, Mappy and Pac-Man are about as spot-on as could've been expected. (By the way, I also wish Namco had made and released a Game Gear version of Marvel Land--even though its graphics would've had to have been downsized and simplified quite a bit.)


Don Doko Don (GameBoy Color)--Don Doko Don has long had a place in my pixelated heart for all sorts of reasons, which is why it saddens me that Taito never released a handheld version. Although the GameBoy Advance could've received an arcade-perfect port, I think I'd actually have preferred to see one that was more of an homage to the original (a la Bubble Bobble for Game Gear), hence my call for it to be made for the GameBoy Color instead.


Mr. Do! (Neo Geo Pocket Color)--I don't know about you, but I think it would've been awesome it someone had brought this Dig Dug-esque game to SNK's brick-like handheld in some form or fashion--especially if they'd updated the graphics a bit like ADK did when they remade Make Trax for the system (after renaming it Crush Roller). Instead, NGPC owners were given a million pachinko simulators. Not fair!

Friday, October 25, 2013

It's really too bad Namco never released a console port of Tenkomori Shooting

Earlier this year, when my husband I visited one of Seattle's best hang-outs, Full Tilt Ice Cream--which not only serves up some wonderful ice cream (I'm looking at you, salted caramel) but also offers patrons a slew of pinball and arcade machines--I encountered a game I'd never seen or even heard of before.

That game: Tenkomori Shooting, a curious, Namco-made coin-op that first appeared on the scene (in an extremely limited number of North American locations, I'm sure) in 1998.

I didn't sit down and play this shmup-centric mini-game collection on that occasion, but I vowed to do so the next time we visited.

Apparently it wasn't meant to be, as I quickly discovered during our next ice-cream outing that the powers that be at Full Tilt had replaced Tenkomori Shooting's PCB with that of some other, far less interesting game.



That fact didn't depress me as much as you might think, as I was pretty sure the title must have been released for the PlayStation (in Japan, at least) at some point--meaning I could just go home, head to eBay, and order a copy for my collection. Heck, it even looks like it might have been made using Namco's System 11 arcade board, which was based on the Sony's hardware.

So, imagine my surprise when I found out it wasn't released for Sony's first console--or any other console, for that matter.

Thankfully, MAME's always an option, so if I get desperate for some Tenkomori Shooting action, I can go that route.

And I may just do that sooner rather than later given some of the curious-looking mini-games that are included in this arcade release--like the amorous one shown at the 3:00 mark in the video above, or the sushi-focused one at 3:34, or the Dig Dug-inspired one at 4:17.

Have any of you spent time with Tenkomori Shooting--either in an arcade setting or in your own homes (via MAME)? If so, what did you think of the experience?

Thursday, May 09, 2013

'The ultimate game of cat and mouse'

I've long been a fan of Namco's arcade classic, Mappy--for proof, read through my "Great Gaymathon" review of its Famicom port--so it shouldn't be too surprising to hear me come out in support of the following print, produced by the über-talented Zac Gorman.


If you're in the mood for game-related illustrations, by the way, I'd highly recommend heading over to Gorman's site, Magical Game Time, to check out this compilation of doodles--which features a Bub (or is it Bob?) design that's miles better than the one currently used by Taito--as well as this recent-ish EarthBound comic.

Thursday, September 27, 2012

Five favorites: Games featuring penguins

My recent experiences with The Berlin Wall, a Japanese Game Gear title that's filled with penguins of various colors and sizes, got me thinking it might be fun to write about my favorite games that feature these waddling, flightless birds.

This post is the result of that brainstorming, of course. Please note that I decided to focus on games that have penguin protagonists. As such, you won't see games like the aforementioned platformer or, say, Super Mario 64 discussed here.


1. Binary Land (Famicom)--This Hudson Soft-made game, which puts players in control of a pair of in-love penguins, is one of my favorite Famicom games, so it shouldn't be too surprising that I'm including it here. I don't love Binary Land because of its adorable protagonists, by the way; I love it because of its unique gameplay (you literally control both characters at the same time as you work them toward each stage's "exit" of sorts) and its highly hummable soundtrack.


2. Parodius Da! (PC Engine)--I could have included any of Konami's Parodius games in this post, really, but I decided to go with this, the series' second release, because it's the first I played. A few additional reasons for its inclusion here: it stars Pentarou, son of Antarctic Adventure's main character, and it features hordes of penguin "baddies" as well as a rather notable penguin boss (who earns extra points from yours truly for being both pink and a pirate), too.

Wednesday, September 05, 2012

Handre De Jager's BurgerTime

When Data East's BurgerTime was ported to the NES in 1985, its box art looked like this:


South African illustrator, animator, 3D modeler and digital music composer Handre De Jager thinks it should have looked more like the image below, given "the [often] inaccurate nature of 80's and early 90's video game cover art."

Although I can't say I agree entirely--mainly because I'm pretty fond of the box art we ended up with--I also can't say I dislike De Jager's illustration.


That said, it is a bit frightening, isn't it? Honestly, I'm not sure which aspect scares me more: The hot dog, the pickle or the egg.

(Thanks to Twitter user Alchemlx for turning me on to this creation.)

Tuesday, September 04, 2012

The Great Gaymathon Review #59: BurgerTime (Famicom)


Game: BurgerTime
Genre: Arcade/Action
Developer: Data East
Publisher: Namcot
System: Famicom
Release date: 1985

This is one of those ancient arcade games that probably only appeals to folks who were around when it was first released. For everyone else, the premise--create hamburgers while walking over ingredients and avoiding similarly munchable enemies--is unlikely to make much sense and the old-school difficulty of the gameplay is sure to prove more than a bit daunting.

So, where do I sit on this BurgerTime continuum? If you'd asked me back when it was first ported to Nintendo's 8-bit systems, my 9-year-old self would have told you I was located firmly on the "hell no" side of things--in small part because of the game's cruelly challenging nature but in larger part because it's far from "arcade perfect" (something I pointlessly put a lot of stock into in those days). How would my 35-year-old self respond if asked today? I'd say that I'm now on the opposite end of the spectrum and that I'm pretty darn fond of this iteration of Data East's admittedly brutal quarter-muncher.

My younger self was right, of course, that the stages in the Famicom/NES version aren't as colorful as those in the coin-op original, nor are the enemies in the former as well crafted as those in the latter, but who cares? Both releases more than get the job done in the looks department, and both feature the same brilliant, can't-get-it-out-of-my-head backing track. Most importantly, though, both also evoke a rather thrilling sense of panic in the player that calls to mind other classic titles--like Mappy and Pac-Man--from the same era.

Combine all of the above with the Famicom port's tight-as-can-be controls and completely adorable cover art and you've got yourself a great little pick-up--assuming you don't have a short fuse (see the comments above about this game's difficulty) and you can find it on the cheap.


See also: Previous 'Great Gaymathon' posts

Tuesday, August 28, 2012

Another Bubble Bobble/Fairyland Story clone approaches

Actually, this game is more of a Don Doko Don clone than a Bubble Bobble or Fairyland Story clone, but I'm sure most of you understand where I'm coming from regardless.

As for which game I'm talking about in the headline and sentence above: The Berlin Wall.

Specifically, I'm talking about the 1991 Game Gear port of this Kaneko-developed and -published quarter-muncher.

I'm not sure how or why, but I only learned about this game last week while perusing my bank account's least favorite website ever (aka eBay).

The premise of this single-screen platformer, for those of you who are in the same pixelated boat: Players are placed in the shoes of a boy who must use his hammer to break the blocks that form the platforms that fill each stage. The resulting holes act as traps for the many enemies (including penguins and porcupines) that patrol said stages--as in, after a baddie falls into a hole, the player can bop them in the head with his hammer and send them crashing into the platform or floor below.



Strangely (or not, if you're at all used to the single-screen platformer genre), that last bit causes the defeated enemy to transform into various power-ups and food items that can be collected.

As is the case with many of these Bubble Bobble/Don Doko Don/Fairyland Story clones, The Berlin Wall is almost insultingly easy at the beginning but the difficulty quickly ramps up--about halfway through the second world, in my opinion--to a level that can only be described as "maddening."

A little trivia for anyone who cares about such things: Kaneko basically re-skinned and re-released, in 1992, this game for the Sega Mega Drive. Called Wani Wani World, this single-screener stars a green crocodile who wields his/her hammer against a bevy of platform-stalking baddies.

See also: 'You say Bubble Bobble clone, I say Fairyland Story clone'

Tuesday, August 14, 2012

I'd seriously consider buying the Neo Geo X Gold Entertainment System if ...

In early December, Tommo, Inc., in partnership with SNK Playmore, will release the Neo Geo X Gold Entertainment System, which includes a Neo Geo X handheld (pre-loaded with 20 "classic" Neo Geo titles), a Neo Geo X docking station (which allows owners both to charge the handheld and to play its pre-loaded titles via a monitor or TV) and a Neo Geo X joystick.

As much as I like any console that includes the words "entertainment system" in its name (see: the Neo Geo Advanced Entertainment System and the Nintendo Entertainment System), I'm currently not planning to add this one to my ever-expanding collection.



There are a couple of reasons for that. One, I'd personally consider few of the 20 pre-installed games to be "classics." Two, although it sounds like Neo Geo X owners eventually will be able to add additional titles via memory card, the folks at Tommo have yet to explain when or how that will occur. (Basically, if I won't be able to play Blue's Journey, Nightmare in the Dark, Puzzle Bobble, Spinmaster, Twinkle Star Sprites and Zupapa! on this thing, there's no way I'm going to buy it.) Oh, and the third reason I'm straddling the fence when it comes to picking up the Neo Geo X Gold Entertainment System:  Its $199.99 price tag.

Anyway, I don't suppose this appeals to any of you?

Saturday, August 04, 2012

Who else hates how Bub's and Bob's designs have changed for the worse in recent Bubble Bobbles?

You may not be aware of this, but the dynamic dragon duo known as Bub and Bob--or Bubblun and Bobblun, if that's how you roll--haven't always looked like they single-handedly inspired the "herp derp" meme.

Yes, they've always been a bit cross-eyed. And, yes, they've always had buck teeth. Still, Bub's and Bob's earliest designs (see flyer below) were pretty darn cute, if you ask me.


Sadly, they weren't that cute for long. In fact, Bub and Bob somehow caught a serious case of the duhs between the release of the Famicom version of Bubble Bobble and the NES version.


Bubble Bobble Part 2 wasn't any better, with Bub and Bob appearing the definition of "dorky" both on that game's box art and within its gameplay.

Wednesday, August 01, 2012

You say Bubble Bobble clone, I say Fairyland Story clone

Over the years, a lot of games--such as Chip Chan Kick!, Don Doko Don, Parasol StarsRod Land and Snow Bros.--have been called "Bubble Bobble clones." That's always struck me as a bit funny (despite the fact that I've often used the phrase myself--in this recent post about Pop'n Magic, for instance), as I think it would be a lot more accurate to call them clones of The Fairyland Story.


What, you've never heard of The Fairyland Story? No worries, here's a brief history of this not-quite-classic: Developed by Taito, it first hit the floors of the world's arcades--and bars and bowling alleys and whatnot--in 1985. The game's protagonist, a puny witch named Ptolemy, prances from castle-themed stage to castle-themed stage while transforming a cast of surprisingly cuddly enemies--including dragons, helmeted (and knife-wielding) pigs and wizards--into cakes with her trusty wand and then smooshing them to smithereens (often by pushing them off of ledges and onto unsuspecting baddies).


Getting back to why the above-mentioned games should be called clones of The Fairyland Story and not Bubble Bobble, there are three reasons for it, in my mind: 1) The Fairyland Story predates Bubble Bobble by a year, 2) the former clearly informed the development of the latter (a number of The Fairyland Story's power-ups, such as the fire cross and the earthquake book, also appear in Bubble Bobble) and 3) none of the titles listed in the opening paragraph of this post actually copied the mechanics of Taito's most classic of quarter-muchers.


So, does all of this mean that I'll stop describing games as "Bubble Bobble clones" and start calling them clones of The Fairyland Story instead? Probably not, but only because most folks have never heard of the earlier title. That said, I'll do my best to plop the phrase "Fairyland Story clone" into a post every now and then--you know, just to keep things honest.

Monday, July 09, 2012

Any game with pixelated cobs of corn in it sounds pretty good to me

I've never before played Ponpoko, an ancient arcade platformer produced by a company called Sigma Entertainment, but after reading about it over at redparsley.blogspot.com a few days ago, I plan on rectifying the situation as soon as possible.

That's not only because this 1982 release features, as suggested in the headline above, pixelated cobs of corn, mind you. No, it's also because it stars an adorably big-bellied (at least I think that's its belly...) tanuki. I also like that it has mice that look kind of like scorpions and can fly through the air as easily as they can skitter across the ground.

Now that I've piqued your interest in this maniacal quarter-muncher, I'm guessing you'd like to see how it looks in action? If so, here you go:



Awesome, eh? OK, so "awesome" may be too strong a word, but it's certainly pretty cute, don't you think? Granted, I'm a complete sucker for games that are filled with fruits and veggies, so maybe I'm the wrong person to ask such a question.

Anyway, I plan on giving this one a go fairly soon--despite my oft-reported disdain for playing games on a PC.

Tuesday, May 22, 2012

Five favorites: Bubble Bobble clones

Is Fukio Mitsugi's Bubble Bobble the best single-screen platformer ever made? I believe so, but that doesn't mean it's the only example of the genre worth playing. Cases in point: each of the so-called "Bubble Bobble clones" (I'm not a huge fan of this phrase, by the way, despite the fact that I used it in the headline above--more on that in an upcoming post) below more than hold their own against the Taito-published arcade classic that possibly-maybe inspired them.

1. Chip Chan Kick! (PC-FX, 1996)--This particular clone is solely responsible for me wanting to add a PC-FX to my console collection. Why? Well, it's chock-full of the kind of charm and craziness that one expects from this genre, for starters. Surprisingly, I'm not all that enamored with the pig-tailed protagonists, but I do like the Puyo Puyo-esque blobs they chuck at baddies. (When one connects, the baddie in question becomes confused and can be finished off with a kick.) Everything else about this game is pretty par for the course (I mean that in a good way) except for its end-of-level bosses, many of which are huge and all of which take a lot of hits before raising a white flag.


2. Parasol Stars (PC Engine, 1991)--For the longest time, I thought this Taito-made title paled in comparison to its predecessors, Bubble Bobble and Rainbow Islands. Today, I'm not so sure about that stance--thanks to the strategic element that's added to the game via the creation and collection of its "miracle icons." Regardless, this one is special, with adorably crafted enemy sprites, color-splashed backdrops and a can't-get-it-out-of-your-head soundtrack. The only criticisms I can level at Parasol Stars: a few of its bosses could put up a better fight (I'm lookin' at you, Loch Ness Monster-ish leader of world three) and it would be nice if there were a way to jump down from platforms.


3. Pop'n Magic (PC Engine CD, 1992)--As I mentioned in this recent post, Pop'n Magic hasn't always been my cup of tea. In fact, I used to find it downright boring. After giving it a second chance, though, I discovered there's a lot to like about this title, which seems to turn to both Bubble Bobble and Parasol Stars for inspiration. (Pop'n Magic's blue-haired protagonist encases foes in bubbles and then tosses them at each other in order to get rid of them.) One thing this game has that its fellow clones don't: beautifully animated backdrops.


4. Rod Land (Arcade, 1990)--Don't worry, I didn't include this Jaleco-made game simply because of its "suggestive" title. Actually, that title is by far the worst thing about this quarter-muncher, if you ask me. The best things: the awww-inducing (get it?) enemies--including walking sharks and what appear to be bow-sporting leeches--and the main character's ability to bash them to kingdom come using her trusty rod-whip doohickey. Sure, Rod Land's backdrops are the stuff that yawns are made of and its soundtrack is a bit bromidic, but the rest of what's on display here is of the first order.


5. Zupapa! (Neo Geo, 2001)--Never heard of this one? No worries. It's a fairly obscure addition to the genre. It's also a very worthy addition to the genre, though, with flashy graphics and frenetic, toss-things-at-your-foes gameplay that calls to mind the first game mentioned in this post, Chip Chan Kick! Zupapa! sets itself apart from that title by giving its Zooks (the aforementioned, toss-able "things") a ton of personality. (Leave them alone and they'll start juggling or fall asleep; throw them around too much and they'll run away from you.) Also, touching an enemy that's been stunned by one or more Zooks creates an explosion that can take out other enemies--a tactic that's expertly employed during this delightful game's boss battles.

Honorable mentions: Don Doko Don (Arcade/PC Engine), The Fairyland Story (Arcade), Nightmare in the Dark (Neo Geo) and Wani Wani World (Mega Drive).

Thursday, March 15, 2012

I guess it's time to dust off my Xbox 360

Sorry, I couldn't help myself while coming up with the headline above--which is my tongue-in-cheek take on the old chestnut that used to escape the lips of many a "hardcore gamer" in regards to the Wii (as in: "Hey, Super Mario Galaxy will be out soon. I guess it's time to dust off my Wii!").

So, why am I saying something similar about my Xbox 360? For starters, I'm saying it because the last game I played on my big, black, bulky, Microsoft-branded box was ... Wizorb? Or was it Escape Goat? Regardless, it's been a while since I've booted it up.


I'm also saying it, though, because a rather awesome game is going to be released via the system's XBLA service soon. Which awesome game, you ask? SEGA Vintage Collection: Monster World.

Said collection, which has a tentative release date of April 25 (I'll believe it when I see it, honestly), will include a trio of Monster World/Wonder Boy titles: Wonder Boy in Monster Land, Wonder Boy in Monster World, and Monster World IV.


Among the many reasons I'm excited about this rather surprising development: This will be the first time English-speaking audiences will be able to understand what's going on while playing the previously Japan-only Monster World IV. Also, each game in the collection will feature achievements, leaderboards and trial modes.

Will any of you be purchasing SEGA Vintage Collection: Monster World upon release (or shortly afterward)? If so, which of these classic platformers are you planning to play first?

Wednesday, March 07, 2012

Who wouldn't want to play a weird Japanese arcade game featuring a former Prime Minister, Michael Jackson and Madonna?

Shortly after I get back to Seattle (this weekend), I'm going to do something I haven't done in a very long time. No, I'm not going to pluck my eyebrows--although I will do that at some point. Rather, I'm going to download an old arcade ROM and play it via MAME.

Which game, you ask? Gonbee no I'm Sorry, which was released (in Japan) by Coreland and Sega in 1985.


I discovered the existence of this odd little Pac-Man clone while perusing the rather humorously and straightforwardly titled VGJunk blog, which I've been following for some time now, yesterday--in case you're curious as to what prompted this recent addition to my "to do as soon as I get home" list.

As for why I just described Gonbee no I'm Sorry as "odd" (and why I'm so interested in giving it a go): This should-have-become-a-classic quarter-muncher stars former Japanese Prime Minister Kakuei Tanaka--who, according to VGJunk's proprietor (sorry, I don't know his name), was "so corrupt he'd make Silvio Berlusconi look above board."


That's not the only reason I want to play Gonbee no I'm Sorry, of course. Another reason I'm itching to spend some quality time with it: Two of the baddies that chase the corrupt former PM around each maze-like stage as he attempts to collect the gold bars that are scattered about are popstars Michael Jackson and Madonna, both of whom can be seen in the screenshot above.

While you wait for me to acquire and experience--and, possibly, review--this sure-to-be-weird title, all of you who are interested should head over to VGJunk and read all that blog has to say about it.

Tuesday, December 20, 2011

For the seventh game of Christmas, the UPS man brought to me ...

... the PlayStation version of Mr. Driller.

I've been curious about this kinda-sorta follow-up to Dig Dug, released throughout the world in 2000, for some time now, but I didn't bite the bullet on it until I found a complete (case, disk and manual) copy of it on eBay for just a few bucks.



I know I could have bought any of this series' more modern and recent sequels, but I wanted to start with the first one. Also, it's been a while since I've bought a game for my PlayStation, so this was a good way for me to kill two birds with one stone, as the saying goes.

Should I enjoy my first Mr. Driller experience, though, I definitely could see myself buying, say, Mr. Driller A for the GameBoy Advance or Mr. Driller Drill Spirits for the DS down the road.

See also: Previous '12 Games of Christmas' posts

Sunday, December 18, 2011

For the fifth game of Christmas, the UPS man brought to me ...

... the PC Engine port of one of Taito's best (or at least cutest) platformers, The New Zealand Story.

I bought this copy of the game through Jap-Sai.com, by the way. I mention that because, as you can see in the photos below (and on my Flickr photostream), it is in absolutely impeccable condition--something that can't always be said for the games I pick up off of eBay. As such, I'd highly recommend checking out the company's online store if you're ever looking to buy complete-in-box copies of old Japanese games.



Anyway, enough about the condition of this game's case and cartridge. How's the game itself? Although it's far from my favorite platformer, I greatly appreciate its quirkiness, its challenging nature and, of course, its cuter-than-a-box-of-kittens protagonist.

See also: Previous '12 Games of Christmas' posts

Friday, December 09, 2011

Second Chances: Jigoku Meguri

Unlike the previous games that have been written about in these "Second Chances" posts, I can't seem to remember when I first played Jigoku Meguri, a Taito-made platformer that was released for the PC Engine in 1990, or why that first experience with the title was such a turn-off.

All I recall is that it didn't impress me. I think it had something to do with its odd protagonist--a bald and somewhat paunchy monk who defeats foes by tossing what appears to be giant prayer beads at them.


Regardless, I played Jigoku Meguri--also known as Bonze Adventure in some regions and Hell Explorer in others--once or twice via emulation and then turned my back on (and turned my nose up at) it for good.

Or at least that's what I did until a few months ago. What caused me to give it a second (possibly third) chance? While considering which games I should include in this Halloween-themed post, I remembered that Jigoku Meguri was set in hell and thought it might make a good fit.


Not wanting to recommend a game I couldn't stand, I gave it another shot--and found myself enjoying it quite a bit. In fact, I enjoyed it so much that I couldn't believe I'd ever deemed it unworthy of my time and attention (not to mention affections).

As for why I enjoyed it so much: Simply put, barraging this game's baddies with giant prayer beads is a blast. It reminds me of the frenzied fulfillment I feel while playing Bubble Bobble--and barraging that game's baddies with bubbles--to tell you truth.


In fact, launching huge green, purple and red beads across the screen is so addictive that I usually find myself hitting my PC Engine controller's action button at warp speed even when no enemies are nearby.

There are other reasons to like Jigoku Meguri, of course--its graphics are colorful and expressive, for instance, and it's difficult enough that most folks won't be able to beat it on the game on their first (or, likely, second or third) try--but for me its main draw is and always will be the aforementioned, addictive-as-crack bead-throwing mechanism.

See also: Previous 'Second Chances' posts